2020-07-08 19:58:41 +00:00
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use crate::{
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2020-10-30 21:49:58 +00:00
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comp::{Attacking, CharacterState, EnergyChange, EnergySource, StateUpdate},
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2020-10-07 02:32:57 +00:00
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states::utils::*,
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2020-10-17 16:11:53 +00:00
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sys::{
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character_behavior::{CharacterBehavior, JoinData},
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phys::GRAVITY,
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},
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2020-10-30 20:41:21 +00:00
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Damage, DamageSource, Damages, Knockback,
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2020-07-08 19:58:41 +00:00
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};
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use serde::{Deserialize, Serialize};
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use std::time::Duration;
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use vek::Vec3;
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2020-09-17 01:31:27 +00:00
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/// Separated out to condense update portions of character state
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct StaticData {
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2020-07-08 19:58:41 +00:00
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/// How long until the state attacks
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pub buildup_duration: Duration,
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2020-09-17 01:31:27 +00:00
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/// How long the state is in the swing duration
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pub swing_duration: Duration,
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2020-07-08 19:58:41 +00:00
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/// How long until state ends
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pub recover_duration: Duration,
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/// Base damage
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pub base_damage: u32,
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2020-09-17 01:31:27 +00:00
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/// Knockback
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pub knockback: f32,
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/// Range
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pub range: f32,
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2020-07-08 19:58:41 +00:00
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/// Energy cost per attack
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pub energy_cost: u32,
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2020-09-17 01:31:27 +00:00
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/// Whether spin state is infinite
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pub is_infinite: bool,
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/// Used to maintain classic axe spin physics
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pub is_helicopter: bool,
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2020-09-20 17:23:33 +00:00
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/// Whether the state can be interrupted by other abilities
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pub is_interruptible: bool,
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2020-09-17 01:31:27 +00:00
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/// Used for forced forward movement
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pub forward_speed: f32,
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/// Number of spins
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pub num_spins: u32,
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2020-10-31 18:44:00 +00:00
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/// What key is used to press ability
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pub ability_key: AbilityKey,
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2020-07-08 19:58:41 +00:00
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}
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2020-09-17 01:31:27 +00:00
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Data {
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/// Struct containing data that does not change over the course of the
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/// character state
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pub static_data: StaticData,
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/// Timer for each stage
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pub timer: Duration,
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/// How many spins it can do before ending
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pub spins_remaining: u32,
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/// What section the character stage is in
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pub stage_section: StageSection,
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2020-09-18 19:27:02 +00:00
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/// Whether the state can deal damage
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pub exhausted: bool,
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}
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2020-07-08 19:58:41 +00:00
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impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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2020-09-17 01:31:27 +00:00
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if self.static_data.is_helicopter {
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2020-10-17 16:11:53 +00:00
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update.vel.0 = Vec3::new(0.0, 0.0, update.vel.0.z + GRAVITY * data.dt.0)
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+ data.inputs.move_dir * 5.0;
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2020-09-20 17:23:33 +00:00
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}
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// Allows for other states to interrupt this state
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2020-10-31 18:44:00 +00:00
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if self.static_data.is_interruptible
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&& !ability_key_is_pressed(data, self.static_data.ability_key)
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{
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2020-09-20 17:23:33 +00:00
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handle_interrupt(data, &mut update);
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match update.character {
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CharacterState::SpinMelee(_) => {},
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_ => {
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return update;
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},
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}
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2020-09-17 01:31:27 +00:00
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}
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2020-07-08 19:58:41 +00:00
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2020-09-21 22:38:01 +00:00
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match self.stage_section {
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StageSection::Buildup => {
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if self.timer < self.static_data.buildup_duration {
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// Build up
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update.character = CharacterState::SpinMelee(Data {
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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2020-10-27 22:16:17 +00:00
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..*self
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2020-09-21 22:38:01 +00:00
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});
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} else {
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// Transitions to swing section of stage
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update.character = CharacterState::SpinMelee(Data {
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timer: Duration::default(),
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stage_section: StageSection::Swing,
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2020-10-27 22:16:17 +00:00
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..*self
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});
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}
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},
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StageSection::Swing => {
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if !self.exhausted {
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update.character = CharacterState::SpinMelee(Data {
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timer: Duration::default(),
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exhausted: true,
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2020-10-27 22:16:17 +00:00
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..*self
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2020-09-21 22:38:01 +00:00
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});
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// Hit attempt
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data.updater.insert(data.entity, Attacking {
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2020-10-17 22:42:43 +00:00
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damages: Damages::new(
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2020-10-30 20:41:21 +00:00
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Some(Damage {
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source: DamageSource::Melee,
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value: self.static_data.base_damage as f32,
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}),
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2020-10-17 22:42:43 +00:00
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None,
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),
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2020-09-21 22:38:01 +00:00
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range: self.static_data.range,
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max_angle: 180_f32.to_radians(),
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applied: false,
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hit_count: 0,
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2020-10-18 18:21:58 +00:00
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knockback: Knockback::Away(self.static_data.knockback),
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2020-09-21 22:38:01 +00:00
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});
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} else if self.timer < self.static_data.swing_duration {
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if !self.static_data.is_helicopter {
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2020-10-25 20:22:40 +00:00
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handle_forced_movement(
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data,
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&mut update,
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ForcedMovement::Forward {
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strength: self.static_data.forward_speed,
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},
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0.1,
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);
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2020-09-21 22:38:01 +00:00
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handle_orientation(data, &mut update, 1.0);
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}
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2020-09-20 07:51:18 +00:00
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2020-09-21 22:38:01 +00:00
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// Swings
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update.character = CharacterState::SpinMelee(Data {
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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2020-10-27 22:16:17 +00:00
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..*self
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2020-09-21 22:38:01 +00:00
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});
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} else if update.energy.current() >= self.static_data.energy_cost
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&& (self.spins_remaining != 0
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2020-10-31 18:44:00 +00:00
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|| (self.static_data.is_infinite
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&& ability_key_is_pressed(data, self.static_data.ability_key)))
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2020-09-21 22:38:01 +00:00
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{
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let new_spins_remaining = if self.static_data.is_infinite {
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self.spins_remaining
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} else {
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self.spins_remaining - 1
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};
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update.character = CharacterState::SpinMelee(Data {
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timer: Duration::default(),
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spins_remaining: new_spins_remaining,
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exhausted: false,
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2020-10-27 22:16:17 +00:00
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..*self
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2020-09-21 22:38:01 +00:00
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});
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// Consumes energy if there's enough left and RMB is held down
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2020-10-30 21:49:58 +00:00
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update.energy.change_by(EnergyChange {
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amount: -(self.static_data.energy_cost as i32),
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source: EnergySource::Ability,
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});
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2020-09-21 22:38:01 +00:00
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} else {
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// Transitions to recover section of stage
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update.character = CharacterState::SpinMelee(Data {
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timer: Duration::default(),
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stage_section: StageSection::Recover,
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2020-10-27 22:16:17 +00:00
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..*self
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2020-09-21 22:38:01 +00:00
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});
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}
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},
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StageSection::Recover => {
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if self.timer < self.static_data.recover_duration {
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// Recover
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update.character = CharacterState::SpinMelee(Data {
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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2020-10-27 22:16:17 +00:00
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..*self
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2020-09-21 22:38:01 +00:00
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});
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} else {
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// Done
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update.character = CharacterState::Wielding;
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// Make sure attack component is removed
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data.updater.remove::<Attacking>(data.entity);
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}
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},
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_ => {
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// If it somehow ends up in an incorrect stage section
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update.character = CharacterState::Wielding;
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// Make sure attack component is removed
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data.updater.remove::<Attacking>(data.entity);
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},
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2020-07-08 19:58:41 +00:00
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}
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update
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}
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}
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